چكيده لاتين :
Computer games are a combination of the arts of cinema, graphics, music, literature, and their subsets that, despite having an applicant and a consumer, have not been considered in Iran in terms of production for various reasons. However, by adapting literary works as the axis of creative ideation in connection with the narration of computer games, a more effective platform can be created in the production of such products. Therefore, in the present study, the aim was to investigate this issue by a descriptive-analytical method, relying on the desirable features of classical Persian literature that has a range of epic works and texts such as Borzounameh and similar examples. The question posed in this study is: What are the characteristics of existence, multiplicity, and diversity that make adaptation desirable for computer games with an indigenous culture approach and considering appropriate value-ethical norms? It seems that features such as the presence of a compelling story and lively narrative, the presence of a hero (anti-hero), and the multiplicity of attractive characters with the ability to interact in the context of various conflicts and image-based expression of appropriate themes in epic works have turned these types of texts into desirable options for adapting computer games with a loyal approach and with small changes appropriate to the age and culture of the target audience in the widely-used martial-combat genre.
Introduction
Today, the art-industry or art-media of computer games is known as one of the most economical fields of culture and entertainment production in the world, which is consumed by consumers due to their emotional and sometimes intellectual pleasures along with visual attractions. Many contributors are presented with a new form of storytelling, a new mix of literature, theater and film (in the traditional form), and an interactive aspect (as a modern dimension). This effect on the entertainment of audiences of different ages is growing day by day. From this point of view, computer games have an undeniable impact on the mood and actions of users as a product of entertainment and can be selected by choosing narratives and stories. In accordance with the Iranian culture in terms of content, professionals started to make national games with local values with the consideration of the domestic literary works to meet the needs of Iranian users as well as international audience. But, in selecting such works, the basic indicators appropriate to the needs of the game world should be considered. Some of these indicators and characteristics are the existence of a hero character (superhero), the multiplicity of types of fictional and dynamic characters in the context of various conflicts, the variety of locations of events, and concise expression of appropriate themes.
Materials and Methods
In this research, a descriptive-analytical method was used to examine the text of Borzounameh as an example of epic literature in terms of the existence of desirable adaptation capacities for computer games and to answer the main question posed above.
Discussion of Results and Conclusions
The results showed that considering the capacities in the classical Persian epic literature, it seems that this type of literature is a desirable platform that can be considered by its inherent indicators and works tailored to the needs of the world. Computer games, and especially the popular Hack and Slash Genre, were nominated for adaptation, and in response to the main research question, it was concluded that in the range of Persian epic works, a text such as Borzounameh and similar examples, due to the presence of elements such as illustrated and divisible story to create different stages of the game with a happy, fun ending along with the benefit of superhero characters (anti-hero), and a variety of attractive characters, have the capacity for popular adaptations.
On the other hand, there are many kinds of exciting and full of movement conflicts that create the right rhythm for the new generation of combat-fighting games and in a range of themes appropriate to the native and Iranian culture which could make this type of text one of the best choices for reproducing computer games. Having this in mind, the author made an attempt to make computer games by maintaining the action-oriented framework of the text considering cultural values including avoiding the display of images and actions contrary to the moral norms of society, with relatively high fidelity to the ups and downs in a text such as Borzounameh. The up-to-dateness of the types of indicators available in the profile, such as the variety of weapons and the distinction in using different types of challenges and battles, especially in comparison with the works of the world, should be considered. In the production of adapted games, more issues can be examined and it is necessary to pay attention to highlighting and strengthening elements such as story suspension in the form of various adventures, adding characters and amazing creatures common in epic works. Special attention should be paid to the elements of nature and the creation of magnificent spaces and situations, the use of a variety of roles in the text in the process of the game, as well as an emphasis on exaggerated and epic aspects of weapons, wars, individual and group struggles.